Module:Skills/Gathering

< Module:Skills
Revision as of 19:07, 27 October 2022 by Falterfire (talk | contribs) (Nevermind, the first pass was better)

Documentation for this module may be created at Module:Skills/Gathering/doc

--Splitting some functions into here to avoid bloating a single file
local p = {}

local Constants = require('Module:Constants')
local Shared = require('Module:Shared')
local GameData = require('Module:GameData')
local SkillData = GameData.skillData
local Items = require('Module:Items')
local Icons = require('Module:Icons')
local Shop = require('Module:Shop')
local Skills = require('Module:Skills')
local ItemSourceTables = require('Module:Items/SourceTables')

-- TODO Move tool tables to Module:Shop
function p.getToolTable(toolName, searchString, modifiers, skillID)
	local skillName = Constants.getSkillName(skillID)
	local toolArray = Shop.getPurchases(
		function(purch)
			return purch.category == 'melvorD:SkillUpgrades' and string.find(purch.id, searchString) ~= nil
		end)

	if skillName == nil or Shared.tableIsEmpty(toolArray) then
		return ''
	end
	if modifiers == nil then
		modifiers = {}
	end

	local modTotal = {}
	for i, modDef in ipairs(modifiers) do
		modTotal[modDef.name] = 0
	end

	local headerRowSpan = (Shared.tableIsEmpty(toolArray) and 1) or 2
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable"')
	table.insert(resultPart, '\r\n!rowspan="' .. headerRowSpan .. '" colspan="2"| Name')
	table.insert(resultPart, '\r\n!rowspan="' .. headerRowSpan .. '"| ' .. Icons.Icon({skillName, type='skill', notext=true})..' Level')
	table.insert(resultPart, '\r\n!rowspan="' .. headerRowSpan .. '"| Cost')
	for i, modDef in ipairs(modifiers) do
		modTotal[modDef.name] = 0
		table.insert(resultPart, '\r\n!colspan="2"| ' .. modDef.header)
	end
	if headerRowSpan > 1 then
		table.insert(resultPart, '\r\n|-' .. string.rep('\r\n!This ' .. toolName .. '\r\n!Total', Shared.tableCount(modifiers)))
	end

	for i, tool in ipairs(toolArray) do
		local toolName = Shop._getPurchaseName(tool)
		local toolCost = Shop.getCostString(tool.cost, false)
		local toolCostSort = Shop._getPurchaseSortValue(tool)
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|style="min-width:25px" data-sort-value="' .. toolName .. '"| ' .. Icons.Icon({toolName, type='upgrade', size='50', notext=true}))
		table.insert(resultPart, '\r\n| ' .. toolName)
		local level = 1
		if tool.purchaseRequirements ~= nil and not Shared.tableIsEmpty(tool.purchaseRequirements) then
			for i, purchReq in ipairs(tool.purchaseRequirements) do
				if purchReq.type == 'SkillLevel' and purchReq.skillID == skillID then
					level = purchReq.level
					break
				end
			end
		end
		table.insert(resultPart, '\r\n|style="text-align:right"| '..level)
		table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. toolCostSort .. '"| ' .. toolCost)

		local cellStart = '\r\n|style="text-align:right"| '
		if tool.contains ~= nil and tool.contains.modifiers ~= nil then
			for j, modDef in ipairs(modifiers) do
				local modName = modDef.name
				local modVal = tool.contains.modifiers[modName]
				if modVal ~= nil then
					if type(modVal) == 'table' and type(modVal[1]) == 'table' and modVal[1].skillID ~= nil then
						modVal = modVal[1].value
					end
					modTotal[modName] = modTotal[modName] + modVal
				else
					modVal = 0
				end
				table.insert(resultPart, cellStart .. (modVal == 0 and '' or modDef.sign) .. modVal .. modDef.suffix)
				table.insert(resultPart, cellStart .. (modTotal[modName] == 0 and '' or modDef.sign) .. modTotal[modName] .. modDef.suffix)
			end
		end
	end

	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

function p.getAxeTable(frame)
	local modifiers = {
		{ name = 'decreasedSkillIntervalPercent', header = 'Cut Time Decrease', sign = '-', suffix = '%' },
		{ name = 'increasedChanceToDoubleItemsSkill', header = 'Double Items Chance', sign = '+', suffix = '%' },
		{ name = 'increasedBirdNestDropRate', header = Icons.Icon({'Bird Nest', 'Drop Chance', type='item', nolink=true}), sign = '+', suffix = '%' },
		{ name = 'increasedChanceForAshInWoodcutting', header = Icons.Icon({'Ash', 'Drop Chance', type='item', nolink=true}), sign = '+', suffix = '%' }
		}
	
	return p.getToolTable('Axe', '_Axe$', modifiers, 'melvorD:Woodcutting')
end

function p.getPickaxeTable(frame)
	local modifiers = {
		{ name = 'decreasedSkillIntervalPercent', header = 'Mining Time Decrease', sign = '-', suffix = '%' },
		{ name = 'increasedChanceToDoubleOres', header = '2x Ore Chance', sign = '+', suffix = '%' },
		{ name = 'increasedChanceForOneExtraOre', header = '+1 Ore Chance', sign = '+', suffix = '%' },
		{ name = 'increasedChanceForQualitySuperiorGem', header = 'Superior Gem Chance', sign = '+', suffix = '%' },
		{ name = 'increasedMeteoriteOre', header = 'Increased ' .. Icons.Icon({'Meteorite Ore', type='item', notext=true}), sign = '+', suffix = '' }
		}

	return p.getToolTable('Pickaxe', '_Pickaxe$', modifiers, 'melvorD:Mining')
end

function p.getRodTable(frame)
	local modifiers = {
		{ name = 'decreasedSkillIntervalPercent', header = 'Catch Time Decrease', sign = '-', suffix = '%' },
		{ name = 'increasedChanceForOneExtraFish', header = '+1 Fish Chance', sign = '+', suffix = '%' },
		{ name = 'increasedChanceToFindLostChest', header = Icons.Icon({'Lost Chest', type='item', notext=true}) .. ' Chance', sign = '+', suffix = '%' },
		{ name = 'increasedFishingCookedChance', header = 'Cooked Fish Chance', sign = '+', suffix = '%' }
		}

	return p.getToolTable('Rod', '_Rod$', modifiers, 'melvorD:Fishing')
end

function p.getTreesTable(frame)
	local result = '{| class="wikitable sortable"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Tree!!colspan="2"|Logs!!'..Icons.Icon({'Woodcutting', type='skill', notext=true})..' Level'
	result = result..'!!XP!!Cut Time!!XP/s!!GP/s'

	for i, tree in ipairs(SkillData.Woodcutting.trees) do
		local log = Items.getItemByID(tree.productId)
		result = result..'\r\n|-'
		result = result..'\r\n|style="min-width:25px" data-sort-value="'..tree.name..'"|'..Icons.Icon({log.name, img=tree.name, type='tree', notext=true, size=50})
		result = result..'||'..tree.name..''
		result = result..'||style="min-width:25px" data-sort-value="'..log.name..'"|'..Icons.Icon({log.name, type='item', notext=true, size=50})
		result = result..'||'..Icons.Icon({log.name, type='item', noicon=true})
		result = result..'||style="text-align:right"|'..tree.level
		result = result..'||style="text-align:right"|'..tree.baseExperience
		result = result..'||style="text-align:right" data-sort-value="'..tree.baseInterval..'"|'..Shared.timeString(tree.baseInterval/1000, true)
		local XPs = tree.baseExperience / (tree.baseInterval / 1000)
		local GPs = log.sellsFor / (tree.baseInterval / 1000)
		result = result..'||style="text-align:right"|'..Shared.round(XPs, 2, 2)
		result = result..'||style="text-align:right" data-sort-value="'..GPs..'"|'..Icons.GP(Shared.round(GPs, 2, 2))
	end

	result = result..'\r\n|}'
	return result
end

function p.getSpecialFishingTable(frame)
	local totalWt, lootValue = 0, 0
	local itemArray = GameData.getEntities(SkillData.Fishing.specialItems, function(item) return true end)
	for i, itemDef in ipairs(itemArray) do
		totalWt = totalWt + itemDef.weight
	end
	-- Sort the loot table by weight in descending order
	table.sort(itemArray, function(a, b) return a.weight > b.weight end)

	local resultPart = {}
	table.insert(resultPart, '\r\n{|class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"\r\n!colspan="2"| Item\r\n!Value\r\n!colspan="2"|Chance')
	for i, itemDef in ipairs(itemArray) do
		local item = Items.getItemByID(itemDef.itemID)
		if item ~= nil then
			local dropChance = itemDef.weight / totalWt * 100
			-- If chance is less than 0.10% then show 2 significant figures, otherwise 2 decimal places
			local fmt = (dropChance < 0.10 and '%.2g') or '%.2f'
			table.insert(resultPart, '\r\n|-\r\n|style="text-align:center"| ' .. Icons.Icon({item.name, type='item', notext=true}))
			table.insert(resultPart, '\r\n| ' .. Icons.Icon({item.name, type='item', noicon=true}))
			table.insert(resultPart, '\r\n|data-sort-value="' .. item.sellsFor .. '"| ' .. Icons.GP(math.floor(item.sellsFor)))
			table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. itemDef.weight .. '"| ' .. Shared.fraction(itemDef.weight, totalWt))
			table.insert(resultPart, '\r\n|style="text-align:right"| ' .. string.format(fmt, dropChance) .. '%')
			lootValue = lootValue + (dropChance / 100 * item.sellsFor)
		end
	end
	table.insert(resultPart, '\r\n|}\r\nThe average value of a roll on the special fishing loot table is ' .. Icons.GP(Shared.round(lootValue, 2, 0)))
	return table.concat(resultPart)
end

function p.getFishingJunkTable(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!colspan="2"|Item!!Value')

	local itemArray = {}
	for i, itemID in ipairs(SkillData.Fishing.junkItemIDs) do
		local item = Items.getItemByID(itemID)
		if item ~= nil then
			table.insert(itemArray, item)
		end
	end
	table.sort(itemArray, function(a, b) return a.name < b.name end)

	for i, item in ipairs(itemArray) do
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|style="min-width:25px"| ' .. Icons.Icon({item.name, type='item', notext=true, size=50}))
		table.insert(resultPart, '\r\n| ' .. Icons.Icon({item.name, type='item', noicon=true}))
		table.insert(resultPart, '\r\n|data-sort-value="' .. item.sellsFor .. '"| ' .. Icons.GP(math.floor(item.sellsFor)))
	end
	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

function p.getMiningOresTable(frame)
	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan=2|Ore!!Requirements'
	result = result..'!!XP!!Respawn Time!!Ore Value'

	local mineData = GameData.getEntities(SkillData.Mining.rockData, function(rock) return true end)
	table.sort(mineData, function(a, b) return a.level < b.level end)

	for i, oreData in ipairs(mineData) do
		local ore = Items.getItemByID(oreData.productId)
		local reqText = { Icons._SkillReq('Mining', oreData.level) }
		if oreData.shopItemPurchased ~= nil then
			local purchase = Shop.getPurchaseByID(oreData.shopItemPurchased)
			if purchase ~= nil then
				table.insert(reqText, Shop._getPurchaseIcon({purchase}) .. ' purchased')
			end
		end
		local respawnSort, respawnText = 0, 'N/A'
		if oreData.hasPassiveRegen then
			respawnSort = oreData.baseRespawnInterval / 1000
			respawnText = Shared.timeString(respawnSort, true)
		end
		
		result = result..'\r\n|-\r\n|style="min-width:25px"|'..Icons.Icon({ore.name, type='item', size='50', notext=true})
		result = result..'||'..Icons.Icon({ore.name, type='item', noicon=true})
		result = result..'||data-sort-value="' .. oreData.level ..'"| '..table.concat(reqText, '<br/>')..'||style="text-align:right"|'..oreData.baseExperience
		result = result..'||style="text-align:right" data-sort-value="'..respawnSort..'"|'
		result = result..respawnText
		result = result..'||data-sort-value="'..ore.sellsFor..'"|'..Icons.GP(ore.sellsFor)
	end

	result = result..'\r\n|}'
	return result
end

-- TODO TotH has random superior gems also
function p.getMiningGemsTable(frame)
	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan=2|Gem!!Gem Chance!!Gem Price'

	local totalWeight = 0
	for i, gemData in ipairs(GameData.rawData.randomGems) do
		totalWeight = totalWeight + gemData.weight
	end

	for i, gemData in ipairs(GameData.rawData.randomGems) do
		local gem = Items.getItemByID(gemData.itemID)
		result = result..'\r\n|-\r\n|style="min-width:25px"|'
		result = result..Icons.Icon({gem.name, type='item', size='50', notext=true})
		result = result..'||'..Icons.Icon({gem.name, type='item', noicon=true})
		result = result..'||style="text-align:right"|'..string.format("%.1f%%", gemData.weight / totalWeight * 100)
		result = result..'||data-sort-value="'..gem.sellsFor..'"|'..Icons.GP(gem.sellsFor)
	end

	result = result..'\r\n|}'
	return result
end

function p.getFishTable(frame)
	local recipeList = GameData.getEntities(SkillData.Fishing.fish, function(fish) return true end)
	table.sort(recipeList, function(a, b) return a.level < b.level end)

	-- Determine cooking levels for all fish
	local cookReq = {}
	for i, recipe in ipairs(SkillData.Cooking.recipes) do
		-- This assumes that each raw fish only appears in a single recipe, which is a bit rubbish
		-- but currently holds
		for j, mat in ipairs(recipe.itemCosts) do
			if cookReq[mat.id] == nil then
				cookReq[mat.id] = recipe.level
			end
		end
	end

	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!Fish\r\n!Name\r\n!' .. Icons.Icon({'Fishing', type='skill', notext=true}) .. ' Level\r\n!Catch Time')
	table.insert(resultPart, '\r\n!XP\r\n!Value\r\n!XP/s\r\n!GP/s')
	table.insert(resultPart, '\r\n!' .. Icons.Icon({'Cooking', type='skill', notext=true}) .. ' Level')
	for i, recipe in ipairs(recipeList) do
		local fish = Items.getItemByID(recipe.productId)
		if fish ~= nil then
			local timeSortVal = (recipe.baseMinInterval + recipe.baseMaxInterval) / 2000
			local timeStr = string.format("%.1fs - %.1fs", recipe.baseMinInterval / 1000, recipe.baseMaxInterval / 1000)
			local XPs = recipe.baseExperience / timeSortVal
			local GPs = fish.sellsFor / timeSortVal
			local cookSortVal = cookReq[recipe.productId] or 0
			local cookStr = cookReq[recipe.productId] or 'N/A'
			table.insert(resultPart, '\r\n|-')
			table.insert(resultPart, '\r\n|style="text-align:center"| ' .. Icons.Icon({fish.name, type='item', size='50', notext=true}))
			table.insert(resultPart, '\r\n| ' .. Icons.Icon({fish.name, type='item', noicon=true}))
			table.insert(resultPart, '\r\n|style="text-align:right"| ' .. recipe.level)
			table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. timeSortVal .. '"| ' .. timeStr)
			table.insert(resultPart, '\r\n|style="text-align:right"| ' .. recipe.baseExperience)
			table.insert(resultPart, '\r\n|data-sort-value="' .. fish.sellsFor .. '"| ' .. Icons.GP(fish.sellsFor))
			table.insert(resultPart, '\r\n|style="text-align:right"| ' .. Shared.round(XPs, 2, 2))
			table.insert(resultPart, '\r\n|data-sort-value="' .. GPs .. '"|' .. Icons.GP(Shared.round(GPs, 2, 2)))
			table.insert(resultPart, '\r\n|style="text-align:right" data-sort-value="' .. cookSortVal .. '"| ' .. cookStr)
		end
	end
	table.insert(resultPart, '\r\n|}')
	return table.concat(resultPart)
end

function p.getFishingAreasTable(frame)
	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!Name\r\n!Fish\r\n!Fish Chance'
	result = result..'\r\n!Junk Chance\r\n!Special Chance'

	for i, area in ipairs(SkillData.Fishing.areas) do
		result = result..'\r\n|-'
		result = result..'\r\n| style ="text-align: left;" |'..area.name

		local fishArray = {}
		for j, fishID in ipairs(area.fishIDs) do
			local fishItem = Items.getItemByID(fishID)
			if fishItem ~= nil then
				table.insert(fishArray, Icons.Icon({fishItem.name, type='item'}))
			end
		end
		result = result..'\r\n|'..table.concat(fishArray, '<br/>')

		result = result..'\r\n| style="text-align:right"|'..area.fishChance..'%'
		result = result..'\r\n| style="text-align:right"|'..area.junkChance..'%'
		result = result..'\r\n| style="text-align:right"|'..area.specialChance..'%'
	end

	result = result..'\r\n|}'
	return result
end

function p.getThievingGeneralRareTable(frame)
	return p._getThievingGeneralRareTable()
end

-- TODO Expose list of NPCs somewhere when applicable (e.g. for Thieving Shorts)
function p._getThievingGeneralRareTable(npcID)
	local rareTxt = '{|class="wikitable sortable"'
	rareTxt = rareTxt..'\r\n!Item!!Qty'
	rareTxt = rareTxt..'!!Price!!colspan="2"|Chance'
	for i, drop in ipairs(SkillData.Thieving.generalRareItems) do
		-- If an npcID has been passed and the item is NPC specific, only display
		-- the item if it may be obtained while pickpocketing that NPC
		if npcID == nil or drop.npcs == nil or Shared.contains(drop.npcs, npcID) then
			local thisItem = Items.getItemByID(drop.itemID)
			local odds = drop.chance
	
			rareTxt = rareTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
			rareTxt = rareTxt..'||1||data-sort-value="'..thisItem.sellsFor..'"|'..Icons.GP(thisItem.sellsFor)
			rareTxt = rareTxt..'||style="text-align:right" data-sort-value="'..odds..'"|'..Shared.fraction(1, Shared.round2(1/(odds/100), 0))
			rareTxt = rareTxt..'||style="text-align:right" data-sort-value="'..odds..'"|'..Shared.round(odds, 4, 4)..'%'
		end
	end
	rareTxt = rareTxt..'\r\n|}'
	return rareTxt
end

function p._getThievingNPCLootTables(npc)
	local result = ''
	local sectionTxt = {}

	--Five sections here: GP, normal loot, area loot, rare loot, and unique item
	--First up, GP:
	local gpTxt = 'Successfully pickpocketing the '..npc.name..' will always give '..Icons.GP(1, npc.maxGP)
	table.insert(sectionTxt, gpTxt)

	--Next up, normal loot:
	--(Skip if no loot)
	if npc.lootTable ~= nil and Shared.tableCount(npc.lootTable) > 0 then
		local normalTxt = {}
		table.insert(normalTxt, '===Possible Common Drops:===\r\nUp to one of these will be received on a successful pickpocket:')
		local totalWt = 0
		local lootChance = SkillData.Thieving.itemChance
		local lootValue = 0

		--First loop through to get the total weight so we have it for later
		for i, loot in pairs(npc.lootTable) do
			totalWt = totalWt + loot.weight
		end

		table.insert(normalTxt, '\r\n{|class="wikitable sortable"')
		table.insert(normalTxt, '\r\n!Item!!Qty')
		table.insert(normalTxt, '!!Price!!colspan="2"|Chance')

		local lootTable = GameData.getEntities(npc.lootTable, function(loot) return true end)
		--Then sort the loot table by weight
		table.sort(lootTable, function(a, b) return a.weight > b.weight end)
		for i, loot in ipairs(lootTable) do
			local thisItem = Items.getItemByID(loot.itemID)
			if thisItem ~= nil then
				table.insert(normalTxt, '\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'}))
			else
				table.insert(normalTxt, '\r\n|-\r\n|Unknown Item[[Category:Pages with script errors]]')
			end
			table.insert(normalTxt, '||style="text-align:right" data-sort-value="'..(loot.minQuantity + loot.maxQuantity)..'"|')

			if loot.minQuantity ~= loot.maxQuantity then
				table.insert(normalTxt, Shared.formatnum(loot.minQuantity) .. ' - ' .. Shared.formatnum(loot.maxQuantity))
			else
				table.insert(normalTxt, Shared.formatnum(loot.maxQuantity))
			end

			--Adding price columns
			local itemPrice = 0
			if thisItem == nil then
				table.insert(normalTxt, '||data-sort-value="0"|???')
			else
				itemPrice = thisItem.sellsFor ~= nil and thisItem.sellsFor or 0
				if itemPrice == 0 or loot.minQuantity == loot.maxQuantity then
					table.insert(normalTxt, '||'..Icons.GP(itemPrice))
				else
					table.insert(normalTxt, '||'..Icons.GP(itemPrice * loot.minQuantity, itemPrice * loot.maxQuantity))
				end
			end

			--Getting the drop chance
			local dropChance = (loot.weight / totalWt * lootChance)
			if dropChance < 100 then
				--Show fraction as long as it isn't going to be 1/1
				table.insert(normalTxt, '||style="text-align:right" data-sort-value="'..loot.weight..'"')
				table.insert(normalTxt, '|'..Shared.fraction(loot.weight * lootChance, totalWt * 100))
				table.insert(normalTxt, '||')
			else
				table.insert(normalTxt, '||colspan="2" data-sort-value="'..loot.weight..'"')
			end
			table.insert(normalTxt, 'style="text-align:right"|'..Shared.round(dropChance, 2, 2)..'%')

			--Adding to the average loot value based on price & dropchance
			lootValue = lootValue + (dropChance * 0.01 * itemPrice * (loot.minQuantity + loot.maxQuantity) / 2)
		end
		if Shared.tableCount(npc.lootTable) > 1 then
			table.insert(normalTxt, '\r\n|-class="sortbottom" \r\n!colspan="3"|Total:')
			if lootChance < 100 then
				table.insert(normalTxt, '\r\n|style="text-align:right"|'..Shared.fraction(lootChance, 100)..'||')
			else
				table.insert(normalTxt, '\r\n|colspan="2" ')
			end
			table.insert(normalTxt, 'style="text-align:right"|'..Shared.round(lootChance, 2, 2)..'%')
		end
		table.insert(normalTxt, '\r\n|}')
		table.insert(normalTxt, '\r\nThe loot obtained from the average successful pickocket is worth ' .. Icons.GP(Shared.round(lootValue, 2, 2)) .. ' if sold.')
		table.insert(normalTxt, '\r\n\r\nIncluding GP, the average successful pickocket is worth ' .. Icons.GP(Shared.round(lootValue + (1 + npc.maxGP) / 2, 2, 2)) .. '.')
		table.insert(sectionTxt, table.concat(normalTxt))
	end

	--After normal drops, add in rare drops
	local rareTxt = '===Possible Rare Drops:===\r\nAny of these can be received after a successful pickpocket'
	rareTxt = rareTxt..'\r\n'..p._getThievingGeneralRareTable(npc.id)
	table.insert(sectionTxt, rareTxt)

	local areaTxt = '===Possible Area Unique Drops==='
	areaTxt = areaTxt..'\r\nAny Area Unique Drop is equally likely to be obtained after a successful pickpocket. '
	areaTxt = areaTxt..'\r\nEach Area Unique Drop is rolled for separately, so it is possible to receive multiple Area Unique Drops from a single action. '
	areaTxt = areaTxt..'The chance of receiving an Area Unique drop is tripled if the 95% Thieving Mastery Pool checkpoint is active.'

	local area = Skills.getThievingNPCArea(npc)
	areaTxt = areaTxt..'\r\n{|class="wikitable sortable"'
	areaTxt = areaTxt..'\r\n!Item!!Qty'
	areaTxt = areaTxt..'!!Price!!colspan="2"|Chance'
	local dropLines = {}
	for i, drop in ipairs(area.uniqueDrops) do
		local thisItem = Items.getItemByID(drop.id)
		local lineTxt = ''
		lineTxt = lineTxt..'\r\n|-\r\n|'..Icons.Icon({thisItem.name, type='item'})
		lineTxt = lineTxt..'||data-sort-value="'..drop.quantity..'"| '..Shared.formatnum(drop.quantity)..'||data-sort-value="'..thisItem.sellsFor..'"|'..Icons.GP(thisItem.sellsFor)
		lineTxt = lineTxt..'||style="text-align:right"|'..Shared.fraction(1, 1/(SkillData.Thieving.baseAreaUniqueChance/100))
		lineTxt = lineTxt..'||'..Shared.round(SkillData.Thieving.baseAreaUniqueChance, 2, 2)..'%'
		dropLines[thisItem.name] = lineTxt
	end
	for i, txt in pairs(dropLines) do
		areaTxt = areaTxt..txt
	end
	areaTxt = areaTxt..'\r\n|-class="sortbottom" \r\n!colspan="3"|Total:'
	areaTxt = areaTxt..'\r\n|style="text-align:right"|'..Shared.fraction(1, 1/(SkillData.Thieving.baseAreaUniqueChance/100))..'||'
	areaTxt = areaTxt..'style="text-align:right"|'..Shared.round(SkillData.Thieving.baseAreaUniqueChance, 2, 2)..'%'
	areaTxt = areaTxt..'\r\n|}'
	table.insert(sectionTxt, areaTxt)

	if npc.uniqueDrop ~= nil and npc.uniqueDrop.id ~= nil then
		local thisItem = Items.getItemByID(npc.uniqueDrop.id)
		if thisItem ~= nil then
			local uniqueTxt = '===Possible NPC Unique Drop==='
			uniqueTxt = uniqueTxt..'\r\nThe chance of receiving the unique drop for an NPC is based on a combination of several factors.'
			uniqueTxt = uniqueTxt..' The unique drop chance for an NPC is included in the tooltip for your Stealth against that NPC.'
			uniqueTxt = uniqueTxt..'\r\nThe unique drop for the '..npc.name..' is '
			if npc.uniqueDrop.quantity > 1 then
				uniqueTxt = uniqueTxt..Icons.Icon({thisItem.name, type='item', qty=npc.uniqueDrop.quantity})
			else
				uniqueTxt = uniqueTxt..Icons.Icon({thisItem.name, type='item'})
			end
			table.insert(sectionTxt, uniqueTxt)
		end
	end

	return table.concat(sectionTxt, '\r\n')
end

function p.getThievingNPCLootTables(frame)
	local npcName = frame.args ~= nil and frame.args[1] or frame
	local npc = Skills.getThievingNPC(npcName)
	if npc == nil then
		return "ERROR: Invalid Thieving NPC "..npcName.."[[Category:Pages with script errors]]"
	end

	return p._getThievingNPCLootTables(npc)
end

function p.getThievingNPCTable()
	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Name!!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!Experience!!Max Hit!!Perception!!GP!!Unique Drop'
	local npcArray = GameData.getEntities(SkillData.Thieving.npcs, function(npc) return true end)
	table.sort(npcArray, function(a, b) return a.level < b.level end)
	for i, npc in ipairs(npcArray) do
		result = result..'\r\n|-'
		result = result..'\r\n|'..Icons.Icon({npc.name, type='thieving', size='50', notext=true})
		result = result..'||'..Icons.Icon({npc.name, type='thieving', noicon=true})

		local area = Skills.getThievingNPCArea(npc)
		result = result..'||'..area.name
		result = result..'||data-sort-value="' .. npc.level .. '"| '..Icons._SkillReq('Thieving', npc.level)
		result = result..'||style="text-align:right"|'..npc.baseExperience
		result = result..'||style="text-align:right"|'..(npc.maxHit * 10)
		result = result..'||style="text-align:right" data-sort-value="' .. npc.perception .. '| '..Shared.formatnum(npc.perception)
		result = result..'||data-sort-value="' .. npc.maxGP .. '"|'..Icons.GP(1, npc.maxGP)
		if npc.uniqueDrop ~= nil then
			local uniqueDrop = Items.getItemByID(npc.uniqueDrop.id)
			if npc.uniqueDrop.quantity > 1 then
				result = result..'||data-sort-value="'..uniqueDrop.name..'"|'..Icons.Icon({uniqueDrop.name, type='item', qty = npc.uniqueDrop.quantity})
			else
				result = result..'||data-sort-value="'..uniqueDrop.name..'"|'..Icons.Icon({uniqueDrop.name, type='item'})
			end
		else
			result = result..'|| '
		end
	end
	result = result..'\r\n|}'

	return result
end

function p.getThievingAreaTable(frame)
	local resultPart = {}
	table.insert(resultPart, '{| class="wikitable sortable stickyHeader"')
	table.insert(resultPart, '\r\n|- class="headerRow-0"')
	table.insert(resultPart, '\r\n!Area!!'..Icons.Icon({'Thieving', type='skill', notext=true})..' Level!!NPCs!!Unique Drops')

	for i, area in ipairs(SkillData.Thieving.areas) do
		local minLevel, npcList, areaItemList = nil, {}, {}
		-- Build NPC list & determine level for area, this is the minimum
		-- Thieving level required for all NPCs within that area
		if area.npcIDs ~= nil and not Shared.tableIsEmpty(area.npcIDs) then
			for j, npcID in ipairs(area.npcIDs) do
				local npc = Skills.getThievingNPCByID(npcID)
				if minLevel == nil or npc.level < minLevel then
					minLevel = npc.level
				end
				table.insert(npcList, Icons.Icon({npc.name, type='thieving'}))
			end
		else
			table.insert(npcList, '')
		end

		-- Build area unique item list
		if area.uniqueDrops ~= nil and Shared.tableCount(area.uniqueDrops) > 0 then
			for k, drop in ipairs(area.uniqueDrops) do
				local areaItem = Items.getItemByID(drop.id)
				if areaItem == nil then
					table.insert(areaItemList, 'Unknown[[Category:Pages with script errors]]')
				else
					local iconDef = {areaItem.name, type='item'}
					if drop.quantity > 1 then
						iconDef.qty = drop.quantity
					end
					table.insert(areaItemList, Icons.Icon(iconDef))
				end
			end
		else
			table.insert(areaItemList, '')
		end

		-- Generate table row
		table.insert(resultPart, '\r\n|-')
		table.insert(resultPart, '\r\n|' .. area.name)
		table.insert(resultPart, '\r\n|' .. Icons._SkillReq('Thieving', minLevel))
		table.insert(resultPart, '\r\n|' .. table.concat(npcList, '<br/>'))
		table.insert(resultPart, '\r\n|' .. table.concat(areaItemList, '<br/>'))
	end
	table.insert(resultPart, '\r\n|}')

	return table.concat(resultPart)
end

function p._getFarmingTable(categoryName)
	local category = GameData.getEntityByName(SkillData.Farming.categories, categoryName)
	if category == nil then
		return 'ERROR: Invalid farming category. Please choose Allotments, Herbs, or Trees[[Category:Pages with script errors]]'
	end
	local seedList = GameData.getEntities(SkillData.Farming.recipes,
		function(recipe)
			return recipe.categoryID == category.id
		end)
	if Shared.tableIsEmpty(seedList) then
		return ''
	end

	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan=2|Seeds!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level'
	result = result..'!!XP!!Growth Time!!Seed Value'
	if category.id == 'melvorD:Allotment' then
		result = result..'!!colspan="2"|Crop!!Crop Healing!!Crop Value'
	elseif category.id == 'melvorD:Herb' then
		result = result..'!!colspan="2"|Herb!!Herb Value'
	elseif category.id == 'melvorD:Tree' then
		result = result..'!!colspan="2"|Logs!!Log Value'
	end
	result = result..'!!Seed Sources'

	table.sort(seedList, function(a, b) return a.level < b.level end)

	for i, seed in ipairs(seedList) do
		local seedItem = Items.getItemByID(seed.seedCost.id)
		local productItem = Items.getItemByID(seed.productId)
		if seedItem ~= nil and productItem ~= nil then
			result = result..'\r\n|-'
			result = result..'\r\n|'..Icons.Icon({seedItem.name, type='item', size='50', notext=true})..'||[['..seedItem.name..']]'
			result = result..'||'..seed.level..'||'..Shared.formatnum(seed.baseExperience)
			result = result..'||data-sort-value="'..(seed.baseInterval / 1000)..'"|'..Shared.timeString(seed.baseInterval / 1000, true)
			result = result..'||data-sort-value="'..seedItem.sellsFor..'"|'..Icons.GP(seedItem.sellsFor)
			result = result..'||'..Icons.Icon({productItem.name, type='item', size='50', notext=true})..'||[['..productItem.name..']]'
			if category.id == 'melvorD:Allotment' then
				result = result..'||'..Icons.Icon({'Hitpoints', type='skill', notext=true})..' '..((productItem.healsFor or 0) * 10)
			end
			result = result..'||data-sort-value="'..productItem.sellsFor..'"|'..Icons.GP(productItem.sellsFor)
			result = result..'||'..ItemSourceTables._getItemSources(seedItem)
		end
	end

	result = result..'\r\n|}'
	return result
end

function p.getFarmingTable(frame)
	local category = frame.args ~= nil and frame.args[1] or frame

	return p._getFarmingTable(category)
end

function p.getFarmingFoodTable(frame)
	local result = '{| class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Crop!!'..Icons.Icon({"Farming", type="skill", notext=true})..' Level'
	result = result..'!!Healing!!Value'

	local recipes = GameData.getEntities(SkillData.Farming.recipes,
		function(recipe)
			local product = Items.getItemByID(recipe.productId)
			return product ~= nil and product.healsFor ~= nil and product.healsFor > 0
		end)
	table.sort(recipes, function(a, b) return a.level < b.level end)

	for i, recipe in ipairs(recipes) do
		local product = Items.getItemByID(recipe.productId)
		if product ~= nil and product.healsFor ~= nil and product.healsFor > 0 then
			result = result..'\r\n|-'
			result = result..'\r\n|'..Icons.Icon({product.name, type='item', notext='true', size='50'})..'||[['..product.name..']]'
			result = result..'||style="text-align:right;"|'..recipe.level
			result = result..'||style="text-align:right" data-sort-value="'..product.healsFor..'"|'..Icons.Icon({"Hitpoints", type="skill", notext=true})..' '..(product.healsFor * 10)
			result = result..'||style="text-align:right" data-sort-value="'..product.sellsFor..'"|'..Icons.GP(product.sellsFor)
		end
	end

	result = result..'\r\n|}'

	return result
end

function p.getFarmingPlotTable(frame)
	local areaName = frame.args ~= nil and frame.args[1] or frame
	local category = GameData.getEntityByName(SkillData.Farming.categories, areaName)
	if category == nil then
		return 'ERROR: Invalid farming category. Please choose Allotments, Herbs, or Trees[[Category:Pages with script errors]]'
	end
	local patches = GameData.getEntities(SkillData.Farming.plots,
		function(plot)
			return plot.categoryID == category.id
		end)
	if Shared.tableIsEmpty(patches) then
		return ''
	end

	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n!Plot!!'..Icons.Icon({'Farming', type='skill', notext=true})..' Level!!Cost'

	for i, patch in Shared.skpairs(patches) do
		result = result..'\r\n|-\r\n|'..i
		result = result..'||style="text-align:right;" data-sort-value="' .. patch.level .. '"|'..patch.level
		local costText = (patch.gpCost > 0 and Icons.GP(patch.gpCost)) or 'Free'
		result = result..'||style="text-align:right;" data-sort-value="'..patch.gpCost..'"|'..costText
	end

	result = result..'\r\n|}'
	return result
end

function p._buildAstrologyConstellationTable()
	local result = '{|class="wikitable sortable stickyHeader"'
	result = result..'\r\n|- class="headerRow-0"'
	result = result..'\r\n!colspan="2"|Constellation!!'..Icons.Icon({"Astrology", type='skill', notext='true'})..' Level'
	result = result..'!!XP!!Skills!!Standard Modifiers!!Unique Modifiers'

	for i, cons in ipairs(SkillData.Astrology.recipes) do
		local name = cons.name
		result = result..'\r\n|-'
		result = result..'\r\n|data-sort-value="'..name..'"|'..Icons.Icon({name, type='constellation', size='50', notext=true})..'||'..name
		result = result..'||'..cons.level..'||'..cons.baseExperience

		local skillIconArray = {}
		for j, skillID in ipairs(cons.skillIDs) do
			table.insert(skillIconArray, Icons.Icon({Constants.getSkillName(skillID), type='skill'}))
		end
		result = result..'||'..table.concat(skillIconArray, '<br/>')

		--Adding a function that converts an array of connected bonuses into text [Falterfire 22/10/27]
		local groupedModsToText = function(allMods)
				local outArray = {}
				for i, group in ipairs(allMods) do
					local groupTxt = table.concat(group, ' & ')
					table.insert(outArray, groupTxt)
				end
				return table.concat(outArray, '<br/>')
			end

		local standModsRaw = Skills._buildAstrologyModifierArray(cons, nil, true, false, false, false)
		local standMods = {}
		--Building the list of Standard modifiers:
		
		for j, modifier in ipairs(standModsRaw) do
			local modMagnitude = type(modifier[2]) == 'table' and {modifier[2]} or modifier[2]
			local groupNum = modifier.group
			if standMods[groupNum] == nil then standMods[groupNum] = {} end
			table.insert(standMods[groupNum], Constants._getModifierText(modifier[1], modMagnitude, false))
		end
		result = result..'|| '..groupedModsToText(standMods)

		--Building the list of all Unique Modifiers
		local uModsRaw = Skills._buildAstrologyModifierArray(cons, nil, false, true, false, false)
		local uMods = {}
		for j, modifier in ipairs(uModsRaw) do
			local modMagnitude = type(modifier[2]) == 'table' and {modifier[2]} or modifier[2]
			local groupNum = modifier.group
			if uMods[groupNum] == nil then uMods[groupNum] = {} end
			table.insert(uMods[groupNum], Constants._getModifierText(modifier[1], modMagnitude, false))
		end
		result = result..'|| '..groupedModsToText(uMods)
	end
	result = result..'\r\n|}'

	return result
end

function p.buildAstrologyConstellationTable(frame)
	return p._buildAstrologyConstellationTable()
end

return p